Only happens if you try to shift + v link logic to any other block.
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Jun 6 2018
It was some issue with the death beam changes, fixed quickly after that.
This dialog window needs to get changed a bit, the 'send crash report' even if it would work, does not help us much.
Putting this in queue so that we don't forget. We had similar reports in the past such as T2042.
Cannon projectiles don't work on planet cores. Logs
java.lang.RuntimeException: TODO at org.schema.game.common.controller.damage.projectile.ProjectileHandlerDefault.handle(ProjectileHandlerDefault.java:36) at org.schema.game.common.controller.damage.projectile.ProjectileController.checkCollision(ProjectileController.java:317) at org.schema.game.common.controller.damage.projectile.ProjectileController.updateParticle(ProjectileController.java:1093) at org.schema.schine.graphicsengine.forms.particle.ParticleController.update(ParticleController.java:169) at org.schema.game.common.controller.damage.projectile.ProjectileController.update(ProjectileController.java:1131) at org.schema.game.client.controller.GameClientController.update(GameClientController.java:1237) at org.schema.schine.graphicsengine.core.GLFrame.update(GLFrame.java:805) at org.schema.schine.graphicsengine.core.GLFrame.doFrameAndUpdate(GLFrame.java:658) at org.schema.schine.graphicsengine.core.GraphicsContext.mainLoop(GraphicsContext.java:854) at org.schema.schine.graphicsengine.core.GraphicsContext.startUp(GraphicsContext.java:751) at org.schema.game.client.controller.GameMainMenuController.startGraphics(GameMainMenuController.java:1158) at org.schema.game.common.Starter.startMainMenu(Starter.java:1431) at org.schema.game.common.Starter.main(Starter.java:974)
Its power consumption config wasn't set to linear='true', causing it to not scale with weapon size. Should be fixed in next version, 0.201.058+
Reproduce this crash and upload your logstarmade.0.log by drag and dropping the file in the comment box of phabricator. Your logs are located in /StarMade/logs
Jun 2 2018
May 31 2018
May 30 2018
May 28 2018
May 27 2018
May 24 2018
May 21 2018
May 20 2018
Please address this as soon as you can.
I'm still getting crashes from weapons fire but I'm not sure if it's related. Logs attached.
May 1 2018
First I missinterpret the request, but that's make me think to an idea : A jump attractor who don't forbide jump but deviate path less than 90° (prevent escapes) making destination the source emitor.
Apr 30 2018
I get this bug on 0.200.335 but Can't reproduce it actually, my config wasn't with reload "-1" as Dev weapon is.
[Resolved]in 0.201.006
Still a problem in 201.006
Apr 27 2018
Seeing power transfer beams were mostly used for internal docked power modules that required high efficiency and that isn't required anymore this ticket can probably be closed. While the issue is annoying its not really important when remotely powering another entity which was probably the reason for the power supply beam in the first place.
Apr 26 2018
Apr 24 2018
Apr 23 2018
Not sure what that status of this still is except its still listed as open.
Apr 22 2018
Assuming it's the same issue as in T2971. Neither tasks have logs so not too sure about it.
Acid damage and explosion damage doesn't like to co-exist on the same blocks. Easy enough to encounter by using a high damage acid weapon such as a death beam (up the damage in the config if needed) and shooting at a target with systems to cause integrity explosions.
shader issue that was fixed in the version after.
Apr 19 2018
Apr 18 2018
Fucked up the version numbers, oh well.
Apr 17 2018
fixed by activating physical object on recoil
Apr 15 2018
Hello, I am attempting to run a new Server and am new to all this...
Apr 11 2018
Sorry I forgot the Serverconfig:
Apr 6 2018
The video hardware is not capable of running starmade and is way below our minimum system requirements.